Commit graph

112 commits

Author SHA1 Message Date
Christoph Oelckers
80e5cd0dc5 - fixed some automap issues:
* Blood's automap was not drawn at all.
* SW's automap always showed all sectors
* SW's player sprite was not rendered.
* Non-automap: Forward gotsector to the game code because there's still a few places in Blood that need it.
2021-04-01 20:47:05 +02:00
Mitchell Richters
88695ef554 Merge branch 'master' into newrenderer2 2021-04-01 16:49:07 +11:00
Mitchell Richters
029f8807df - Make 360. / 2048. a constant expression and replace all uses throughout code. 2021-04-01 10:42:22 +11:00
Christoph Oelckers
d8627a2b3f - removed all remains of projection math weirdness from the automap code in the games plus a bit more cleanup of the engine code. 2021-03-24 20:28:58 +01:00
Mitchell Richters
2abda0e27d - All Games: Migrate each game's clock counter to backend solution. 2021-02-18 21:47:33 +11:00
Mitchell Richters
97159c20c1 - Duke: Leverage new spritetype methods within Duke, removing bposx/bposy/bposz from hittype. 2021-01-06 06:22:29 +11:00
Mitchell Richters
d460f048fa - Remove klabs() define and replace with abs(). 2021-01-05 07:31:28 +11:00
Mitchell Richters
868aa7f07a - Replace mulscale() calls with MulScale() from common. 2021-01-05 07:31:24 +11:00
Mitchell Richters
2396179dfc - Replace mulscale##() calls with MulScale() from common.
* Regex for reference: mulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:15 +11:00
Mitchell Richters
7d9f868e4c - Replace dmulscale##() calls with DMulScale() from common.
* Regex for reference: dmulscale([0-9]+)\((.+)(\)+)
2021-01-05 07:31:10 +11:00
Mitchell Richters
e8c20f502b - Duke: Back up sprite's angle in ticker and interpolate in gi->GetInput() if !SyncInput(). Sprite angle now works properly with cl_syncinput 1. 2021-01-04 13:27:31 +11:00
Mitchell Richters
8911805e3a - Duke: Ensure an uninterpolated angle is sent to DrawOverheadMap() if playing with unsynchronised input. 2021-01-04 09:06:57 +11:00
Mitchell Richters
22f28477e4 - Duke: Revert backing up of sprite's ang to tempang from be12da6bfb and subsequent interpolation of sprite's ang in 21da658617 and directly update the sprite's angle in gi->GetInput() like the other games.
* Fixes #251.
2021-01-04 08:49:57 +11:00
Mitchell Richters
21da658617 - Duke: Interpolate automap player. 2021-01-02 18:23:12 +11:00
Mitchell Richters
be12da6bfb - Automap: Put in framework to interpolate automap player. 2021-01-02 18:23:01 +11:00
Christoph Oelckers
7887c4e80d - use lambdas instead of templates for chaining ExitFromMenu's actions. 2020-11-29 13:15:19 +01:00
Christoph Oelckers
b9477f147e - migrated Duke's interpolations to the common system and added handling for texture scrollers. 2020-11-26 18:32:36 +01:00
Mitchell Richters
b9e1cbb5de - gamecontrol.h: Move getHalfLookAng() into PlayerAngle struct as look_anghalf().
* Uses internal struct variables at full BAM precision.
2020-11-26 16:37:37 +11:00
Christoph Oelckers
d60bc8be9f - replaced all remaining uses of tilesiz[].y 2020-11-23 08:39:49 +01:00
Mitchell Richters
f1f0b42172 - buildutils: Replace sintable[] use within Duke's game_misc.cpp with bsin()/bcos(). 2020-11-22 21:18:04 +01:00
Christoph Oelckers
034ef2290b - RR: screen should not turn green when being attacked with alien poo. 2020-11-22 17:38:07 +01:00
Christoph Oelckers
b97f12a2eb - did some global search & replace to reduce the number of accesses to the tilesiz wrapper. 2020-11-20 08:18:26 +01:00
Christoph Oelckers
d8e331ef0f - changed Duke/RR palette handling to only retrieve the currently active palette right before rendering.
Storing this in the player_struct is pointless and a relic from having to use real hardware palette switches.
With this now just being a translation index being passed to the backend it can be cheaply retrieved right when used and nowhere else.
Also making some changes to how RRRA's psychedelic cactus handles the projection. This fixes issues with occasionally passing a bad matrix.
2020-11-05 07:31:48 +01:00
Christoph Oelckers
0eb10f0313 - newowner and related code. 2020-11-04 20:40:25 +01:00
Christoph Oelckers
d0db810ab0 - ud.camerasprite -> actor. 2020-11-04 20:40:08 +01:00
Christoph Oelckers
f5cccb0df2 - actorflag, actorfella, automap, animateaccess, holoduke spawn, initreactor.
# Conflicts:
#	source/games/duke/src/game_misc.cpp
2020-11-03 19:21:43 +01:00
Christoph Oelckers
2db8ace275 - eliminated all array accesses in game_misc.cpp. 2020-11-03 19:21:43 +01:00
Christoph Oelckers
7de6528a1f - the status bars work as objects.
# Conflicts:
#	source/common/menu/menudef.cpp
2020-10-31 13:20:54 +01:00
Christoph Oelckers
a8eaf3575f - warning fixed and constants used. 2020-10-18 12:18:19 +02:00
Christoph Oelckers
758fab1804 - replaced several sector iterators in Duke code. 2020-10-15 01:34:27 +02:00
Christoph Oelckers
86ad576675 - fixed lockup on Shareware screen when quitting Duke
Two errors: the menu wasn’t closed and the shareware check was inverted.
2020-10-12 08:07:51 +02:00
Christoph Oelckers
8e1c71b867 Merge branch 'InputContinuation' 2020-10-11 15:24:51 +02:00
Christoph Oelckers
fc82b3bc8a - Duke: replaced the game type macros with inline functions. 2020-10-11 14:30:42 +02:00
Mitchell Richters
fca846272e - gamecontrol: Initial setup of PlayerAngle struct and deployment within Duke.
* Struct made up of binangle class units.
* Create signed clone of binangle for use with look_ang and rotscrnang.
* Append currently outgoing function names with `2` at the end to avoid conflict.
2020-10-07 23:13:29 +11:00
Mitchell Richters
4ff3810711 - Blood/Duke/RR/SW: Improvements to 3rd person viewing by modifying the rendered player's posz so the camera is looking further above the camera sprite as EDuke32 does. Blood just enables the crosshair when using 3rd person view. 2020-09-25 17:52:00 +10:00
Mitchell Richters
d40a2d3e95 Merge branch 'back_to_basics2' into Blood_InputReworking
# Conflicts:
#	source/blood/src/hudsprites.cpp
#	source/exhumed/src/status.cpp
#	source/games/duke/src/game_misc.cpp
#	source/sw/src/draw.cpp
2020-09-22 07:34:39 +10:00
Mitchell Richters
9859571ded - DrawCrosshair(): Factor in Blood's adjustable horizon which defaults to 90.
* Fixes https://forum.zdoom.org/viewtopic.php?f=340&t=69920.
2020-09-22 07:29:52 +10:00
Mitchell Richters
7bf1cacc7f - Blood/Duke/RR/SW: Unify the player's angle function.
* For Blood/SW, exposes `SB_LOOK_LEFT`/`SB_LOOK_RIGHT` to games, hooking up `q16look_ang` and `q16rotscrnang` within.
* For SW, use Duke & Blood's return to center function and remove `PF_TURN_180` bit.
* For RR, replace a few misused bits with some bools inside of `player_struct`.
* Since bulk of functionality is sourced from Duke (30Hz), apply proper scaling so SW speed matches (40Hz).
2020-09-21 17:12:26 +10:00
Christoph Oelckers
1060d74e08 - SW's automap sprite drawer. 2020-09-06 21:50:02 +02:00
Christoph Oelckers
2d547a4ef1 - re-added the sprite drawer for Duke's automap. 2020-09-06 21:31:05 +02:00
Christoph Oelckers
809f8b5d4b - hooked up the new automap framework. 2020-09-06 12:44:58 +02:00
Christoph Oelckers
8f6f368445 - cleaned out the remaining parts of automap handling in Duke and Exhumed. 2020-09-06 10:42:39 +02:00
Christoph Oelckers
c1a995822d - took all automap related code out of Duke's game module. 2020-09-06 10:08:47 +02:00
Christoph Oelckers
32ec9ff369 - consolidated crosshair drawing and added ZDoom's crosshair code.
For Exhumed this is the default, for the other games it is an option.
Fixes #269.
2020-09-05 13:57:26 +02:00
Christoph Oelckers
e5e8c02f1d - WIP level transition refactored to a game independent event system. 2020-09-04 19:43:35 +02:00
Mitchell Richters
1354d52c05 - Major cleanup of Q16.16 utilisation within games and engine.
* Remove fix16.h/cpp and utilise library from m_fixed.h.
* Extend m_fixed.h with two inline functions for int to/from float operations.
* Replace fix16_floor operations with those from xs_Float.h
* Replace multiple Q16.16 conversions from 0 to just be 0.
* Replaced all found in-game bit-shifts and multiplications/divisions with inline functions from m_fixed.h
* Replaced many casts of FRACUNIT as double in SW's panel.cpp as it is converted to double by way of type promotion.
* Fixed missed precision fixes in SW's panel.cpp where some types weren't declared correctly.
* Replaced 100+ `Cos()/Sin() >> 16` operations for Blood with inline functions `CosScale16()/SinScale16()`.
2020-09-01 23:00:47 +10:00
Christoph Oelckers
e5d963c515 - refactored third person view to only access the clock in its worker function
Timer values in interface code are undefined, these should not access anything that changes at real time.
Also use smoothratio to do the calculation in frame time, not tic time.
2020-08-31 19:27:22 +02:00
Christoph Oelckers
bf4f538c61 - a few more places where gameclock could be substituted.
Nothing here needs higher precision.
2020-08-31 19:20:04 +02:00
Christoph Oelckers
45a22eb3cd - do proper interpolation of the snorkel in RR. 2020-08-31 19:06:53 +02:00
Christoph Oelckers
03aad6559b - added a global leveltimer variable to Duke.
This timer only gets incremented by the main game ticker when the playsim is running.

This timer gets used for all playsim-related timing and animations so that these are decoupled from imprecisions in the global timer.
2020-08-31 00:33:41 +02:00